/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef CORE_PASSIVEAI_H
#define CORE_PASSIVEAI_H

#include "CreatureAI.h"
//#include "CreatureAIImpl.h"

class PassiveAI : public CreatureAI
{
public:
    explicit PassiveAI(Creature *c);

    void MoveInLineOfSight(Unit *) { }
    void AttackStart(Unit *) { }
    void UpdateAI(const uint32);

    static int Permissible(const Creature *) { return PERMIT_BASE_IDLE;  }
};

class PossessedAI : public CreatureAI
{
public:
    explicit PossessedAI(Creature *c);

    void MoveInLineOfSight(Unit *) { }
    void AttackStart(Unit *target);
    void UpdateAI(const uint32);
    void EnterEvadeMode() { }

    void JustDied(Unit*);
    void KilledUnit(Unit* victim);

    static int Permissible(const Creature *) { return PERMIT_BASE_IDLE;  }
};

class NullCreatureAI : public CreatureAI
{
public:
    explicit NullCreatureAI(Creature *c);

    void MoveInLineOfSight(Unit *) { }
    void AttackStart(Unit *) { }
    void UpdateAI(const uint32) { }
    void EnterEvadeMode() { }
    void OnCharmed(bool /*apply*/) { }

    static int Permissible(const Creature *) { return PERMIT_BASE_IDLE;  }
};

class CritterAI : public PassiveAI
{
public:
    explicit CritterAI(Creature *c) : PassiveAI(c) { }

    void DamageTaken(Unit *done_by, uint32 & /*damage*/);
    void EnterEvadeMode();
};

class TriggerAI : public NullCreatureAI
{
public:
    explicit TriggerAI(Creature *c) : NullCreatureAI(c) { }
    void IsSummonedBy(Unit *summoner);
};

#endif
